|
|
|
|
|
|
|
<(Unofficial)> |
|
|
<Fortresses:>
FREQUENCY, CASTLE:
Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains])
FREQUENCY, CASTLE:
Very rare ([Cold Civilized Mountains], [Cold Civilized Swamp], [Cold Civilized
Desert])
FREQUENCY, FORTRESS:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest])
FREQUENCY, FORTRESS:
Rare ([Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness
Desert])
FREQUENCY, CASTLE: Rare ([Temperate Civilized
Hills], [Temperate Civilized Forest], [Temperate Civilized Plains])
FREQUENCY, CASTLE: Very rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp], [Temperate Civilized
Desert])
FREQUENCY, CASTLE: Very rare ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains])
FREQUENCY, FORTRESS: Rare ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest])
FREQUENCY, FORTRESS: Rare ([Temperate
Wilderness Swamp], [Temperate Wilderness Plains], [Temperate Wilderness
Desert])
FREQUENCY, CASTLE:
Rare ([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical
Civilized Plains])
FREQUENCY, CASTLE:
Very rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp],
[Tropical Civilized Desert])
FREQUENCY, FORTRESS:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Forest]
FREQUENCY, FORTRESS:
Rare ([Tropical Wilderness Swamp], [Tropical Wilderness Desert])
FREQUENCY, FORTRESS:
Very rare ([Tropical Wilderness Plains])
Uninhabited
areas are not all wilderness.
There will be small settlements
and a few strongholds scattered about.
If the roll of d20 indicates that there
is a fortress in the AREA,
the party will be within visual range
of the
construction -- 1/2
to 5 miles depending on terrain considerations.
<WSG: Vision & Visibility>
The castle type, the master of the stronghold,
his || her forces, and the castle's
awareness of the party of adventurers is treated below.
CASTLE TABLE I:
SIZE CLASS AND TYPE
Dice Roll | Size Class | Type |
01-10 | Small | Small shell keep |
11-25 | Small | Tower |
26-35 | Small | Moat house or friary |
36-45 | Medium | Large shell keep |
46-65 | Medium | Small walled castle with keep |
66-80 | Medium | Medium walled castle with keep |
81-88 | Large | Concentric castle |
89-95 | Large | Large walled castle with keep |
96-00 | Large | Fortress complex |
For details of castle types see CONSTRUCTIONS
AND SIEGE ENGINES.
<can't find this: the closest so far
is some construction times at Construction
Time>
Dice Roll | Castle Size | Inhabitants |
01-45 | Small | Totally deserted |
46-60 | Small | Deserted (monster therein)* |
61-70 | Small | Humans |
71-00 | Small | Character-types |
- | - | - |
01-30 | Medium | Totally deserted |
31-50 | Medium | Deserted (monster therein)* |
51-65 | Medium | Humans |
66-00 | Medium | Character-types |
- | - | - |
01-15 | Large | Totally deserted |
16-40 | Large | Deserted (monster therein)* |
41-60 | Large | Humans |
61-00 | Large | Character-types |
* Roll on the appropriate OUTDOOR ENCOUNTER TABLE, ignoring any rolls which indicate men.
Notes on Castle Table II:
Totally deserted indicates the construction
is in disrepair and upon close
inspection appears empty.
Deserted castles appear as totally
deserted ones, even upon close inspection,
but entry into the construction
will discover the monster.
Humans means
that the place is occupied by bandits,
brigands, etc.
Determine this as follows:
CASTLE SUB-TABLE II. A.:
Dice Roll | Humans are: |
01-25 | Bandits |
26-85 | Brigands |
86-97 | Berserkers |
98-00 | Dervishes |
Numbers and other details of these humans are given in the MONSTER MANUAL under the heading of MEN.
Character-types refers to the basic and sub-classes of characters:
CASTLE SUB-TABLE II.B.:
Dice Score | Master's Class | and Level |
01-18 | CLERIC | 9th-12th |
19-20 | Druid | 12th-13th |
21-65 | FIGHTER | 9th-12th |
66 | Paladin | 9th-10th |
67-68 | Ranger | 10th-13th |
69-80 | MAGIC-USER | 11th-14th |
81-85 | Illusionist* | 10th-13th |
86-93 | THIEF | 10th-14th |
94-96 | Assassin | 14th |
94-99 | MONK** | 9th-12th |
00 | BARD | 23rd |
* Illusionists' strongholds will often
be covered by an illusion to appear as
a mound of rock, a ruined place or a huge
castle.
** Monks' strongholds will usu. be monasteries,
resembling a type of
enlarged moat house, having fewer of the
defensive constructions of a
typical castle -- but being nonetheless
formidable.
For magic
items possessed by the stronghold's master,
as well as for discovering the level of
his || her henchmen,
USE the Character
Subtable of the
DUNGEON RANDOM MONSTER TABLES.
There will be from 2-5 henchmen found
within a fortress.
Certain character types will have special
followers, and these will be found there also.
However, except for the clerical profession,
these followers will not serve as the main castle garrison.
The Castle on Moors (1 sq. = 10')
These men-at-arms will be:
9-12 | heavy horse, splint mail & shield, lance, long sword, mace |
9-16 | light horse, studded leather, light crossbow, long sword |
13-24 | men-at-arms, scale mail, shield, spear, hand axe |
7-12 | men-at-arms, scale mail, heavy crossbow, morning star |
Cavalry will be stabled and fight on the
walls when necessary.
Each of the above units will be led by
a fighter of 3rd or 4th level with normal chances for magic items. <Swordsman
(F3) || Hero (F4)>
Leaders are in addition to the figures
shown.
The Beehive Fort (1 sq. = 5 feet)
Fortresses will be stocked with food,
water,
and supplies of arms and missiles.
Each will have artillery and sufficient
crew to operate each engine as follows:
Fortress Type | Ballistae
Scorpions |
Light
Catapults |
Oil
Cauldrons |
Moathouse | 2 | - | 1 |
Tower | 1 | - | 1 |
Shell keep | - | 1 | 2 |
Small castle | 1 | 1 | 2 |
Small concentric castle | 2 | 1 | 4 |
Medium castle | 2 | 2 | 5 |
Medium concentric castle | 4 | 2 | 6 |
Large castle | 4 | 4 | 8 |
To determine if the occupants of the stronghold
are aware of the party of
adventurers, roll a surprise
die for the latter, and if they are surprised, then
the fortress occupants know they are there
-- if surprise is 2 or greater, the
occupants are actually outside the place
and within normal surprise
distance of the party of adventurers.
Otherwise, the adventurers have not
been detected, and they may opt to pass
the place by || go and investigate
it.
The reactions of the
castle or other type to stronghold the adventurer
party are discovered as normally done.
Friendly || hostile reactions
will be dictated by the culture &&
society of the AREA. For instance, if you have
the AREA as a typical medieval European
fantasy one, a friendly reaction
will result in the host party welcoming
the adventurers, feting them, and
offering an escort to the borders of their
territory when they choose to
leave (but meanwhile entertaining them
royally with hunts, drinking
bouts, etc.) A neutral reaction would
be refusal to allow them into the
place without facing one or more their
fighters in some form of
non-lethal combat (such as jousting),
and taking armor && weapons from
them if they lose; or it could as well
be a demand for a toll to pass through,
meanwhile keeping the castle gates shut
tight. A hostile reaction could be
feigning good fellowship, getting the
adventurers drunk, and then
stripping them, and imprisoning them for
ransom; or it could result in
immediate attack.
You must decide.